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48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
using Unity.Entities;
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namespace Unity.Spaceship
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{
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public class HudSystem : SystemBase
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{
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private GameStates m_CurrentGameState = GameStates.None;
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protected override void OnCreate()
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{
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base.OnCreate();
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RequireSingletonForUpdate<GameState>();
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}
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protected override void OnUpdate()
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{
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var gameState = GetSingleton<GameState>();
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if (gameState.Value == m_CurrentGameState)
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return;
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m_CurrentGameState = gameState.Value;
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var ecbSystem = World.GetOrCreateSystem<EndSimulationEntityCommandBufferSystem>();
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var cmdBuffer = ecbSystem.CreateCommandBuffer().AsParallelWriter();
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Dependency = Entities.ForEach((Entity entity, int entityInQueryIndex, in HudShowState showState, in DynamicBuffer<HudObject> hudObjects) =>
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{
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for (var i = 0; i < hudObjects.Length; i++)
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{
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var isVisible = gameState.Value == showState.Value;
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if (isVisible)
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{
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cmdBuffer.RemoveComponent<Disabled>(entityInQueryIndex, hudObjects[i].Value);
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}
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else
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{
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cmdBuffer.AddComponent<Disabled>(entityInQueryIndex, hudObjects[i].Value);
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}
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}
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}).Schedule(Dependency);
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ecbSystem.AddJobHandleForProducer(Dependency);
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}
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}
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}
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